GM Rat Sass's Legacy of Fire (Inactive)

Game Master GM Rat Sass

Part 6 - The Final Wish
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Male Half-Orc Monk 9 / Puppetmaster 2

As Mahdi utters his warning the lone rat suddenly scampers from the whole very quickly. Before your eyes the rat transforms into a filthy human boy dressed in tatters of worn clothing, some of which look gnoll in their fashion. He yells frantically.

"No, no. Don't go back there. It's a trap."

Sense Motive>14:
The boy is being truthful, though it is clear he knows more about the specifics of what he thinks awaits them beyond the mound.

Train delay bonus update.


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

Mahdi SM: 1d20 + 2 ⇒ (16) + 2 = 18

Mahdi frowns when the rat becomes... a ragtag child? What in all blazes?

He strides forward to the boy and grabs at his arm. "Calm yourself and speak sense-- if you are truly a child, we won't harm you, but by this point I am unsure of nothing my eyes see! Say whatever it is you keeping to yourself about this damned mound, and what manner of trap it might be."


Male Half-Orc Monk 9 / Puppetmaster 2

The boy calms, but only a bit. Though he shows Mahdi or anyone else any sign up ill intent, he slowly moves away from the mound - back toward the Mill - as he responds. As he finishes speaking you can hear doubt creep into his voice.

"The floating head. Or at least that's what the gnolls call it. I'm not sure what it's called. I hid from it in the hole and now I'm sure it's trying to trap me. Looking around. and maybe even all of you."

Aldebert:
The voice speaks up. "The evil has revealed itself. Don't let his appearance fool you."

WiFi train. Will be able to check in over the next couple of hours.


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision

Pent bounds back to the group, and the newly transformed ratboy. "Whoa, that was a pretty nifty trick! You able to do that whenever the mood strikes you, or do you turn rat when you're scared, so you can hide in smaller holes? I'd imagine that's pretty useful, especially when you're trying to avoid Sarah's bright Shine at the height of Her day." Pent looks at Yeen a little curiously, wondering if the cat still thinks on rat while looking at boy.

"OH! What a picture in my head!! If you could teach that trick to Ami here, then we could have a rat that rides a cat!! At least until the cat figures out it's being ridden, and be rid of its rider in a playful game of cat-and-rat!! Ami, Ami!!! You really should!! Please?!" Pent loads his crossbow all the while he outlines grand plans.

"So... trap?"


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Sense Motive: 1d20 + 4 ⇒ (17) + 4 = 21

Not sure what to do, Aldebert talks to the voice behind the mound while standing his ground nearly behind the mound waiting for Mahdi to finish his conversation.

"So, er, it looks like a little boy. What do we have to fear from him? Is he some dangerous spell caster? Why should I fear him?" Aldebert chuckles at the thought, though a part of him wonders...

Lareg, My understanding is that I cannot currently see anyone. I see no one behind the mound that I'm next to, and I can't see the boy because the mound is in the way. Let me know if that's not the case. :)


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Let's see here...Ami has the choice of listening to Mahdi and waiting or crazily running around in the sun? Hmm...tough choice...

Ami and Yeen race around the mound, trying to find the source of the evil.

Yeen has scent (link), if that matters.

Ami and Yeen look and sniff for the evil.

1d20 + 10 ⇒ (3) + 10 = 13 Perception


Male Human Tactician Fighter 4
Stats:
HP 37/40;AC 19 (T 12 F 16); F 6, R 2, W 2; CMB +8 CMD 19; Init: +4; Per +1 (normal)

Sense Motive: 1d20 + 6 ⇒ (18) + 6 = 24

Kul squints his eyes looking at the child, as if doing so might help him penetrate the disguise the child wears.

"Show us your true self, deceiver! I can understand the need to deal with this floating head of the gnolls, but I will not be manipulated into doing so by perhaps a worse evil. If you wish our help, we need honesty from you... and that starts with who you are."


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision

"He does that well, penetrating gaze like that, hard for anyone to resist telling the truth in its mighty presence, yeah. Like the time I slipped a piece of lard into the crack of that merchant traveling with us, all high and mighty, that one thought he was. When the lard got to melting, oh the shifting in his saddle!! Must have thought he'd let it run, but he never said anything. His face showed it for true, though." Pent's eyebrows raise when he realizes he's spoken out loud.


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

"I mislike all of this," Mahdi growls. "A shapeshifting child, and... Aldebert, what on earth are you talking to?"

(I don't believe either Ami or Alde has told the group at large they're hearing a voice? Correct if wrong, sorry)


Male Half-Orc Monk 9 / Puppetmaster 2

As Ami and Yeen race about the mound, it is clear that Yeen has piked up the scent of something around the mound. The boy continues to talk, a bit more calmly now that he is further from the mound.

"Yes, I can turn into a rat. It's a part of who I am. My true self you say? I have three forms, you've seen two. Beware, the third may disturb you."

With that the boy's shape shifts slightly. Though he stays about his same size, his body takes on rat like characteristics, a fine fur covers him and the muscle on his legs and arms seem to thin. He looks a bit quicker on his feet as he begins moving again - away from the mound.

Sense Motive (Aldebert):
The voice is being truthful. It adds, "Yes. I can see him from here. I"ve moved just enough out to the side to see him walking away from the mound. He's trying to escape."

Sense Motive (Kul):
The boy is telling the truth.

You've got it right Aldebert.


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision

Pent looks back and forth amongst his friends, trying to sort out the conversations he visually represents to himself as tangles of yarn located just behind his eyes.

"So, the rat is a boy, the boy is a half-rat, and the half-rat is a rat. I got that right, right? So, I'm going to go out on a limb and suggest that we don't trust the boy-half-rat, all by his lonesome out here, and uncomfortably close to our newly secured digs in Kelmarane. Why don't we acquaint him with a prison cell in the Battle Market, until we can sort this all out, eh? I know I'd prefer that. Nothing personal, HalfRatBoy."


Male Half-Orc Monk 9 / Puppetmaster 2

Hearing Pent's suggestion the boy's calm is shattered.

"No no. Please don't trap me for him. In a cell I would be easy for the floating head to catch."


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision

"You know, when I haven't taken a piss in awhile, my eyeballs start to float, and when I haven't eaten in awhile, my head starts to float, too. I think you just need to drink some water and eat some food, and stop talking about floating heads, you know, since none of us have seen what you keep babbling about." Pent's light-hearted eyebrows begin to turn surly.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)
Mahdi al-Jabira wrote:
"I mislike all of this," Mahdi growls. "A shapeshifting child, and... Aldebert, what on earth are you talking to?"

"Well, if the boy is to be believed, I'm talking to a floating head. However, if the floating head is to be believed the boy is dangerous and a threat to us, and our group. My friend over here is invisible so it's kinda hard to tell what's going on."

He turns back to the invisible creature. "Wait here, I'll be right back."

Aldebert moves away from the mound a little so he can see the boy. Assuming he's within range, he'll Detect Evil on the boy. If he's too far away, he'll close first.


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Ami and Yeen continue to hunt.

Anything for Ami and Yeen, GM Lareg? See last post.


Male Human Tactician Fighter 4
Stats:
HP 37/40;AC 19 (T 12 F 16); F 6, R 2, W 2; CMB +8 CMD 19; Init: +4; Per +1 (normal)

Knowledge Local to tell what Ratboy is?: 1d20 + 9 ⇒ (4) + 9 = 13

Kul remains perplexed and waits to be told what to do.


Male Half-Orc Monk 9 / Puppetmaster 2
Lareg wrote:
As Ami and Yeen race about the mound, it is clear that Yeen has picked up the scent of something around the mound.

Beyond that bit, scent isn't going to provide much more as far as specific location. However, Ami may be able to gain some further information based on Yeen's response to the scent if/when they slow to investigate.

The boy only continues to look increasingly terrified as Pent jests about the floating head being anything other than a real source of danger.

Aldebert:
Though you are detecting a faint evil presence, it isn't coming from the boy.

Kul:
You've encountered a werewolf, but a wererat? Could such a thing be true?


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

"I would sooner trust a boy-- or rat-- that I can see than an invisible force that refuses to make itself heard to all of us, and instead whispers of supposed threats to us one at a time," Mahdi says shortly. "Boy, make no moves and cast no spells, or you will be testing our ability to build rat-traps. Alde, show me where you are hearing this 'voice' from."

"Show yourself, unseen speaker, or be judged a liar!" Mahdi moves around the mind to follow Alde, if Alder leads.

If nothing becomes visible... detect magic to try and pinpoint a location of any illusion spell? If he finds one he will try and glitter dust the area, avoiding colleagues of course.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Aldebert does indeed show Mahdi where the voice seemed to be coming from. "Over here.", he gestures behind the mound.

He continues to concentrate on the evil, also hoping to narrow it down to a rough location if possible.


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Sorry. Duh. My brain missed that. And I did too.

Ami stops Yeen when the scent is recognized, going back over his tracks to find the origin.

"C'mon Yeen...do you smell something? Show me where."

They backtrack...looking. If they can see or communicate with Aldebert, they will...pointing to where things might be.


Yeenoghu slows, twisting back upon the tracks. His tail fluffs and twitches as he gives a plaintive mewl at the same place again and again.


Male Half-Orc Monk 9 / Puppetmaster 2

Yeen seems hesitant to approach too closely to the sent.

Ami:
Whatever the smell is, there is no way it's humanoid in nature. Yeen would never respond this way to a humanoid.

Aldebert:
Though the voice seems to be heard in your mind, with no clear location, the evil you are detecting more strongly toward the side and rear of the mound - not near the boy.

All PCs:
"You are all in great danger. I would be a fool to let the evil wizard see me."

No worries. I should have done a spoiler for Ami too, but didn't think of that.

GM:
DDB: 1d20 + 8 ⇒ (15) + 8 = 23


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision

Pent considers the ratboy, but easily gets distracted as Mahdi and Aldi start to focus their attention elsewhere. He looks to Kul, and shrugs with a what-are-ya-going-to-do expression. When he becomes aware that something else is here, communicating with him directly now, Pent freezes in place, and debates a more aggessive tactic.

Cast Bless, moving if necessary to get everyone within his radius


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Ami calls to his brother while egging on Yeen.

"Keep sniffing, Yeen! We'll find it! Just show me where."

"Brother! Yeen will find it!"

1d20 + 10 ⇒ (17) + 10 = 27 Perception - Ami
1d20 + 6 ⇒ (2) + 6 = 8 Perception - Yeen

Ami tries to get a general location/direction from Yeen so he can point it out.


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Yeen tries to do as he's told but some fluffy golden thing keeps flicking into his peripheral vision. Finally, he pounces on it, nearly catching it even as some terrible beast tries to bite his own luscious tail. The distraction is terrible and he is beset on all sides.


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision

Yeh, so... the ratface is a little twitchy there, see? Don't that mean he's lying and deceiving us? You should poke him, get him to fess up to why he's really here.

Quiet down. It'll all become clear here in a second. There's a bodiless voice out here talking, who's to say it's not that head without a body trying to make us all jumpy and all? Don't be so quick to judge.

You have to be quick, you ninny, or you end up acting too late. You keep forgetting that Pent here can heal what's been hurt bad. We can always beg for forgiveness afterwards. Besides, I'm bored.

That's no excuse to attack something preemptively. The boy seems genuine enough, and like Maddie said, we can see him. So, just keep watching him, alright?

Pent keeps his eyes peeled.


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

"I have given you fair warning that if you remained unseen, you would be judged a liar," Mahdi says impatiently. "Kul-- watch the boy, and stop him should he attack. As for our unseen friend--"

Assuming that between Alde's detect evil, and Mahdi's detect magic, they can maybe pick up something resembling a location, Mahdi will cast glitterdust on that area, putting it a little up into the air if necessary to avoid hitting his friends. Will save DC 16 to avoid being blinded if I manage to catch the voice-source within the spell's effect, and, hopefully, we'll also have a glittery-outlined something to see.


Male Half-Orc Monk 9 / Puppetmaster 2

As the dust spreads an outline of a humanoid outline appears, which everyone quickly realizes is an illusion. The outline appears to begin to falter as everyone hear's a voice speak.

"What have you done? I was trying to help you. Now the evil wizard will see me."

GM:
Will Svs, Mahdi: 1d20 + 4 ⇒ (10) + 4 = 14; Pent, 1d20 + 7 ⇒ (7) + 7 = 14, Ami1d20 + 3 ⇒ (15) + 3 = 18; Yeen 1d20 + 3 ⇒ (15) + 3 = 18; Kul 1d20 + 2 ⇒ (16) + 2 = 18, Aldebebert, 1d20 + 7 ⇒ (10) + 7 = 17. DDB: 1d20 + 8 ⇒ (20) + 8 = 28. Will Sv (Kul): 1d20 + 2 ⇒ (14) + 2 = 16


Male Half-Orc Monk 9 / Puppetmaster 2

Kul speaks up.
"The boy made motions with his hands. I think he's cast a spell."

No one else notices the boy making motions.

Detect Magic:
There is the aura of a new spell. An enchantment of some kind.

GM:
Perception
Mahdi 1d20 + 3 ⇒ (18) + 3 = 21 (normal)
Aldebert 1d20 + 8 ⇒ (13) + 8 = 21
Pent 1d20 + 7 ⇒ (5) + 7 = 12 (low-light)
Amiamble 1d20 + 10 ⇒ (1) + 10 = 11 (normal)
Yeenoghu 1d20 + 6 ⇒ (12) + 6 = 18 (low-light)
Kul 1d20 + 1 ⇒ (13) + 1 = 14 (normal)
DDS: 1d20 + 17 ⇒ (17) + 17 = 34


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

Mahdi's head snaps to the boy when he hears Kul speak... or when he hears Kul's voice, anyway...

"I said to stop him should he try to attack! Don't let him make gestures! Boy--" his eyes narrow as he looks at the child and sees no hand-waving. He again casts his spell to detect magic.

"--I see no spells from him." (I presume) "But there is plenty of enchantment around! Too much. And illusions of all manner. I want names and an explanation, and I want them now, or my next spell shall be fire, to burn the truth of this matter."

Sense motive on the unseen voice: 1d20 + 2 ⇒ (6) + 2 = 8

Lareg, is the humanoid-outline-illusion on the ground, or up in the air? How far away is it from us?


Male Human Tactician Fighter 4
Stats:
HP 37/40;AC 19 (T 12 F 16); F 6, R 2, W 2; CMB +8 CMD 19; Init: +4; Per +1 (normal)

Surprise!

Kul screws up his face in confusion. Finally he gives out a small grunt and charges the boy-rat (partial charge). Just before making contact, Kul slides his grip in order to use only the flat of his falchion's blade.

Falchion Attack + Charge - Power Attack - Non-Lethal: 1d20 + 10 + 2 - 2 - 4 ⇒ (10) + 10 + 2 - 2 - 4 = 16
Cold Iron Falchion Damage + Power Attack: 2d4 + 12 ⇒ (3, 2) + 12 = 17

"Gah! I'm knocking him out, we can sort this later with fewer variables."


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

Sorry, can I get some OOC clarification here? I have a sneaking suspicion as to what is going on here that I'm unclear whether or not is correct, because of some of the vagaries of PBP. Spoilering it for GM and Kul.

Lareg and Kul, I guess:
My OOC suspicion is that Mr. Unseen is imitating Kul's voice, and that's the voice we heard 'saying' that the boy was making gestures. If that's the case, then I think it needs to be made clearer OOCly, because I am not sure right now whether Kul's player thinks that Kul himself said dialogue narrating what he was seeing, or whether his character is getting a chance to react to something imitating his voice, or what.

And if wrong, and it was in fact Kul who actually said those words, then as a player I am not really cool with the GM putting words and actions into the mouth of a PC. I've played with Kul's player long enough to know that if Kul saw a suspicious person starting to make gestures, his character would probably interfere immediately, not just make observations on it. (Will, sorry if I'm overstepping my idea of what I think you would normally do.)

Basically, if Kul really did see gestures, Kul should have been allowed to act on it, and if Kul didn't see gestures and something is speaking for him, then Kul should get a chance to clearly relay that something is imitating his voice, and judging by Kul's post, I'm not 100% sure the player knows which of those two things happened.

If I'm wrong, if this was cleared previously in PM or something, that's fine, please ignore me, I'm just overanalyzing things.


Male Half-Orc Monk 9 / Puppetmaster 2

The boy falls unconscious to the ground.

The humanoid illusion is on the ground within the ten foot radius of the glitterdust spell.

Detect Magic:
The source of spell is not near the boy, but rather near the tip of the mound.

Detect Evil:
The source of evil seems to now be floating some distance above ground near the top of the mound.

The voice speaks up again. "Very good. You have taken care of the evil wizard for now. I can help contain him as soon as I recover from your unprovoked attack."

Kul &Mahdi:
OOC: Kul didn't see anything. Rather he was manipulated via suggestion to say that he saw something he didn't actually see. I rolled the will saves for spells, which you can see labeled in the GM spoiler. 1st set of will saves for the failed illusion of the invisible humanoid. The 2nd save just for Kul. Normally I wouldn't DMPC without permission, but in these circumstances I thought it fitting. And I agree, had Kul had control over what he was saying he wouldn't have said anything but rather acted (which is why he didn't act because he didn't see anything). Does this all make sense? I didn't want to give things away, but want to be sure this all makes sense.

GM:
DDB: 1d20 + 8 ⇒ (8) + 8 = 16


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Ami sighs as Yeen nearly throws him as the cat attacks his own tail.

"Focus, Good Boy! Focus! No time for chasing tails now!"

Ami and Yeen continue to search for whatever is causing the problems.

1d20 + 10 ⇒ (8) + 10 = 18 Perception (Ami)
1d20 + 6 ⇒ (7) + 6 = 13 Perception (Yeen)


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

GM/Kul:
Okay, that makes more sense. Sorry to ruin it/make you give it away OOCly, but I was massively bemused by what was going on, and was unsure whether this was a function of it just not being clear in PBP, or what. I try not to metagame with OOC knowledge-- and I don't look behind GM spoilers unless told to. ;)

Mahdi rubs at his forehead when Kul drops the boy with a resounding smack from the side of his blade. In truth, he supposes it's the simplest way of focusing on things.

His eyes track the moving source of magic as he maintains concentration on his spell.

"Will you? I think not. I trust you less than I do an unconscious urchin whose terror was far more convincing to me than your smooth words. If you truly claim to be on our side, then you have one last opportunity to show yourself-- I wonder what excuse will you give now for not doing so, given that the supposed 'evil wizard' is out cold?"

(Readying an action to fire-jet the location of the spell if the Voice refuses to become visible.)


Male Half-Orc Monk 9 / Puppetmaster 2

Yeen heads toward the mound and begins to search out an area to climb, trying desperately to follow the scent, which seems to now be somewhere near the top of the mound.


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision

Pent listens hard to the inflection in the voice's, well, voice.

Sense Motive: 1d20 + 8 ⇒ (13) + 8 = 21

Watching Yeen, Pent moves closer to the sound of the voice as well.


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Ami points to the top of the mound, moving closer with Yeen.

1d20 + 10 ⇒ (10) + 10 = 20 Perception (Ami)
1d20 + 6 ⇒ (11) + 6 = 17 Perception (Yeen)


Male Half-Orc Monk 9 / Puppetmaster 2

Aldebert, Ami, & Yeen:
Yeen's pawing seems to have spooked the source of the voice enough that it's given away it's position to those observant enough to see through it's stealthily flying. Near the top of the mound floats a bodiless monstrosity. It's wild hair whips around six twisting horns, while a flat nose, a fanged mouth, and red glowing eyes complete it's terrifying visage.

Aldebert:
It is the source of the evil you are detecting.

Pent:
The voice is trying to deceive you and the rest of the group.

The voice responds, "Calm yourself and this cat. I must concentrate to regain myself and in turn reveal myself as you've asked."

GM:
DDS: 1d20 + 17 ⇒ (3) + 17 = 20; Perception
Mahdi 1d20 + 3 ⇒ (2) + 3 = 5 (normal)
Aldebert 1d20 + 8 ⇒ (13) + 8 = 21
Pent 1d20 + 7 ⇒ (13) + 7 = 20 (low-light)
Amiamble 1d20 + 10 ⇒ (11) + 10 = 21 (normal)
Yeenoghu 1d20 + 6 ⇒ (16) + 6 = 22 (low-light)
Kul 1d20 + 1 ⇒ (3) + 1 = 4 (normal)

I rolled and set up spoilers to perception checks in the GM spoiler just as others were posting. I've stuck with what I rolled as I think it benefits the PCs


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

"Ah, a delaying tactic. No, I don't think that will satisfy me," Mahdi retorts, and lets loose with the blaze of fire from his fingers towards the concentration of magic, moving so as not to singe his colleagues.

(As before: 20 foot line of fire to where he thinks the Voice is. Reflex DC 16 for half damage and to avoid being on fire.)

Fire damage: 1d6 + 2 ⇒ (3) + 2 = 5


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision

Pent snorts loudly, then snuffles strongly to retract the line of mucus that almost escaped his nose hairs.

"Deceiver!!! You sneaky bastard, hoping we'll keep biting on your verbiage ruffage and think there's anything nutritious we could chew on!! " Pent quivers as he thinks on the power of words, and to what Kul was brought to do on the poor little ratboy.

"When we find you, we're going to silence your lies, swat them like flies buzzing 'round our heads, you, you...!!!" Pent huffs and huffs, then turns a little red in the face as his words jam like logs behind his teeth.

Pent raspberries as Mahdi sets fire to the hunt.


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Male Human Tactician Fighter 4
Stats:
HP 37/40;AC 19 (T 12 F 16); F 6, R 2, W 2; CMB +8 CMD 19; Init: +4; Per +1 (normal)

OOC Stuff:
I wasn't sure if I said it or not, but figured that Kul was out of his depths and getting frustrated. Eliminating one of the possible threats seemed the most logical step for him to take.

Kul checks the child to ensure he isn't dying from the head wound:

Heal: 1d20 + 1 ⇒ (12) + 1 = 13

He then takes a defensive stance over the fallen child's body, waiting and watching impatiently for the next threat.


Male Half-Orc Monk 9 / Puppetmaster 2

Near the top of the mound the flame hits a bodiless monstrosity, which floats now amidst the fire unharmed. It's wild hair whips around six twisting horns, while a flat nose, a fanged mouth, and red glowing eyes complete it's terrifying visage.

"So you have discovered me. You've all been very amusing. Even harmed the pesky boy. And to think, he believed you would help him. I'm afraid I must leave you now."

Without another word the creature begins to fly further away.

Knowledge (planes) > 17:
What you see before you is a Dorus, a divs that whispers in the night, the foul inspiration that drifts upon fetid winds, the messengers of pretender gods. The least of the divs, dorus serve as messengers and servants of other divs and sometimes mortal spellcasters. They enjoy tainting mortals with exaggerated news and outright lies, trying to turn impressionable beings to waste and wickedness.

Initiative (the creature is avoiding combat. Rolls are incase you wish to pursue).

Mahdi 1d20 + 10 ⇒ (8) + 10 = 18
Aldebert 1d20 + 1 ⇒ (12) + 1 = 13
Pent 1d20 ⇒ 8
Amiamble 1d20 + 3 ⇒ (11) + 3 = 14 (with Yeenoghu)
Kul 1d20 + 4 ⇒ (13) + 4 = 17

GM:
DDInit: 1d20 + 3 ⇒ (9) + 3 = 12. Init Track: Mahdi, Kul, Ami (w/ Yeen), Aldebert, DD, Pent.


Male Human Tactician Fighter 4
Stats:
HP 37/40;AC 19 (T 12 F 16); F 6, R 2, W 2; CMB +8 CMD 19; Init: +4; Per +1 (normal)

Round 1, Init 17
Kul drops his Falchion, draws his short bow, and shoots at the monstrous creature:

Bow Attack: 1d20 + 5 ⇒ (17) + 5 = 22
Regular Damage: 1d6 ⇒ 4

Kul watches disappointedly as his arrow breaks as it bounces off the creature ineffectively.


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

Kn Arcana: 1d20 + 11 ⇒ (14) + 11 = 25

(Can I assume that with that roll Mahdi also knows mechanical defenses/immunities/etc? Will wait to post until I know if that's the case)


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Round 1, Init 14

1d20 + 6 ⇒ (5) + 6 = 11 Know (Planes)

"Gah! That surely must be evil, Yeenoghu! Next time, we will chomp it and rend it with our teeth!" Ami whispers to Yeen, wishing they had one chance at the beast as it flies away.

Delay in case someone has some good tricks up their underwear robes.


Yeenoghu bristles, his back arching high even with The One clutching to him tightly. An odd sound, part hiss, part howl, all fear and loathing, growls deep in his chest. He weaves back and forth, but gets no closer without word from The One. Occasionally, his teeth snap, as if in answer to Ami's whisper, and his howl turns to a quick high pitched chirp before returning once again to its low cautious rumble.


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

Bleh, I don't know how I misread Kn Arcana. Sorry bout that.

Kn Planes: 1d20 + 9 ⇒ (20) + 9 = 29


Male Half-Orc Monk 9 / Puppetmaster 2

Yep. Those rolls get you creatures DR and such. See (here)


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Round: 1, Initiative: 13

Status:
HP: 40/40 AC: 17 (F16/T12)
Weapon Equipped = Guisarme
Conditions = None
Smite Evil = 2/2 (+2 attack, +4 damage, +2 AC)
Lay on Hands = 4/4 (2d6 healing +1d6 if not fatigued)
Spells (caster level 1, concentration +3)
1) Hero's Defiance

Aldebert drops his Guisarme, draws his crossbow, and loads it. He tries to keep an eye on the flying creature, but flying and invisible likely means freedom for the evil thing - whatever it was.

He shakes his crossbow at it as it flies away. ”Damn sneaky thing. It’s evil all right. Evil and deserving of our attention. We should ask the boy, when he wakes up,” he looks at Kul, ”and see if he knows where it might lair.”

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